/*
 *  Medieval Melee
 *  Copyright (C) 2009 Ben Foote
 *
 *  This program is free software: you can redistribute it and/or modify
 *  it under the terms of the GNU General Public License as published by
 *  the Free Software Foundation, either version 3 of the License, or
 *  (at your option) any later version.
 *
 *  This program is distributed in the hope that it will be useful,
 *  but WITHOUT ANY WARRANTY; without even the implied warranty of
 *  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 *  GNU General Public License for more details.
 *
 *  You should have received a copy of the GNU General Public License
 *  along with this program.  If not, see <http://www.gnu.org/licenses/>.
 *
 *  Uzebox is a reserved trade mark
*/

#include "unit_test.h"
#include <stdio.h>

void InitMusicPlayer(const struct PatchStruct *patchPointersParam)
{
    // do nothing here
}

void SetTileTable(const char *data)
{
    // same here, do nothing
}

void SetFontTilesIndex(unsigned char index)
{
    // do nothing here
}

void SetSpritesTileTable(const char *data)
{
    // do nothing here
}

void ClearVram(void)
{
    // do nothing here
}

void Print(int x,int y,const char *string)
{
    // No need to implement our printer routines as of yet.
    printf("Hello Console!\r\n");
}

void WaitVsync(int count)
{
    // again, no need to wait for vsync in unit testing
}

void srand(unsigned int random)
{
    // not sure if this is included in standard c headers, so its here
}

void MapSprite(unsigned char startSprite,const char *map)
{
    // may have to implement this one
}

void PrintByte(int x,int y, unsigned char val,bool zeropad)
{
    // no need to print bytes either
}

unsigned int ReadJoypad(unsigned char joypadNo)
{
    // Need to implement something here, not sure what yet though
}

void MoveSprite(unsigned char startSprite,unsigned char x,unsigned char y,unsigned char width,unsigned char height)
{
    // This will need implemented for the cursor handling.
}

void SetTile(char x,char y, unsigned int tileId)
{
    // Not sure how this will be done, or if its needed.
}
